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 Post subject: Units
PostPosted: Fri Apr 16, 2010 2:56 pm 
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Joined: Wed Apr 14, 2010 5:57 pm
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Location: Auburn, WA
So alot of the game is played in approx the first 5 rounds. Due to cost of the units if you can gain control of the most resources you will usually win. I think one step to counter this would be to create a new unit called something like specialist for 70g give them 3 move and low damage ok armor and the same fire rate as infentry and make them really only useful for capping resources. Then make infentry cheaper do not allow them to cap building and up the damage a little bit. If you made them around 30G they would be more useful and could become an easy part of your strat this would also allow you to build more units that are ok fighters and have a purpose as of right now infintry are really only used for capping buildings. This is my first view on how to make the game a little more managable if you get a disadvantage at the begining. Stay tuned for more.

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 Post subject: Re: Units
PostPosted: Fri Apr 16, 2010 4:12 pm 
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not sure about that idea Mlowe. Not saying i disagree, i just dont think i agree either. However i DO agree the game needs another aspect to balance things out if you get at a disadvantage

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 Post subject: Re: Units
PostPosted: Fri Apr 16, 2010 4:15 pm 
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I will come up with some other idea's soon bubbles dont worry I just think that we have a to few choices of what to do if we cant get the upper hand. I am sure some of this can be fixed with new cards.

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 Post subject: Re: Units
PostPosted: Fri Apr 16, 2010 5:20 pm 
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lets hope so ;)

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